This article's documentation is for the "GoldSrc" engine. Click here for more information.

Half-Life SDK/Textures: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(add todo)
m (Link to allocblock page)
Line 5: Line 5:
<li> Decals in GoldSrc (Decals.wad, indexalpha [[SPR|sprites]], just baking into face texture)
<li> Decals in GoldSrc (Decals.wad, indexalpha [[SPR|sprites]], just baking into face texture)
<li> Detail Textures
<li> Detail Textures
<li> AllocBlock (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
<li> "Chrome" textures
<li> "Chrome" textures
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)

Revision as of 14:52, 7 June 2023

Todo: 
  • Decals in GoldSrc (Decals.wad, indexalpha sprites, just baking into face texture)
  • Detail Textures
  • AllocBlock optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
  • "Chrome" textures
  • func_wall (actually required for certain texture rendermodes)

Getting started

External links

Return to the GoldSrc Engine WIKI home for a full list of articles.